abcabcabc » UV Mapping: The Basics Part 2

UV Mapping: The Basics Part 2

Posted on 3/21/2014 by with 0 comments


So in the part we laid out our model and organized our UV’s in a way that they would resemble a perfect match to our real life box. Now let export these UV’s and let get some texture to our model.

Stay organized!

Let’s create a folder on your computer to hold everything for our model. Then let’s export everything we need into that folder, so this will be an easy place to access all the parts. Before you export any model make sure your rename the model, you don’t want your model pieces to be named box or cylinder, name them properly.


In silo first select your box using the object selection tool, then go to the file drop down menu in the upper left hand corner. Go down to export scene and select it, this will open a new window in which you can select the name, file type, and where to save.

I created a folder called Postage Box and I will name this model the same. I will be exporting as an object file just because it a file I’m used to dealing with and most game engines can handle an obj.

So go ahead and export your model to a folder that you made it should look something like this once you’re done.


You should have an OBJ file and a MTL file where exported. The OBJ is out model and the MTL is the materials file which right now. We won’t be using the MTL file because we will be making our own set of texture for this model.

Next let’s get our UV’s exported that we created in part one. Once again select your model using the object selection mode. Go up to the menu tab for UVs/Materials and drop down to export UV to image and click the options.

The options tab will open on right hand side of Silo with a few options to pick before you export. You need to select a size to export most of the time I use 2048×2048 only because that is a standard size that you can get a lot of detail out of. This size is totally up to you and what is required of the model you’re working on.

Next is the background and line colors. I always leave the background white, but I recommend you change the line color to a darker color, just to make life easier when we start put on our textures.

Once set hit export model, once again you will get a new window, pick your folder and save your UV set. I normally save it as ModelNameUV.png or something along those lines. Industry standards normally us underscores like this ModelName_UV.png  Either way is fine, but just keep that in mind if you plan on working with a team later on.



So now we have everything assembled time to add some textures to the box, we will use the picture I took of the unfolded box.Unwrapped small


We now need to bring our UV into Photoshop or whatever graphics program you prefer, I will be using Photoshop for this.


I don’t really want to get into a tutorial for Photoshop, so I assume you understand it enough to drop in our picture on top of our UV map. One tip to lining up the picture is to put the picture on the upper layer and reduce the channel opacity so you can see the lines of the UV layer below.

It will take a few minutes if you want to get your textures lined up perfect, I just winged and throw it quick and nasty, just to get this done fast for the article, would have spent a lot more time on it if it was for real.


Now that my texture is done, I’ll import into Unity 3d game engine. Once again I’m not covering Unity in-depth, just loading it to show what the final model looks like in 3d.


It isn’t a masterpiece but it works for a gaming model, we could have done a lot more to make it better and as you get better at modelling you will develop better techniques it just takes time.

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